Dael 0 Posted March 27, 2004 Hi! Working with a new OFP MP Map, which is supposed to have a sentry gun with infinite ammo in the middle. There has to be a way to "refill" ammo in an M2 if it runs out of ammo, for example "if ammo=0, set ammo=500" or something of the sort. The M2 is classed as an armored vehicle, and not like a handheld weapon, I think that is why I cannot find the weapon nor the name of the ammo on Lustypoohs Command List... Suggestions for a script, anyone? P.S. No Resistance or anything, the only Flashpoint working on school computers is the good ol' Flashpoint 1.00... Back to basic =) Share this post Link to post Share on other sites
MrZig 0 Posted March 27, 2004 Dunno if eventhandlers work in 1.00... but try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addeventhandler ["fired", {_this select 0 addmagazine (_this select 4)}] Share this post Link to post Share on other sites
sanctuary 19 Posted March 27, 2004 no, eventhandlers was a new editor feature of Resistance, it does not exist in 1.0 - 1.46 But, instead of making a script to refill ammo , how about adding a lot of browning magazine , this way you will have to fire a very long time to empty the M2 Put in the init line of a M2 the following (copy paste with CTRL+C and CTRL+V) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addmagazine "Browning"; this addmagazine "Browning"; this addmagazine "Browning"; this addmagazine "Browning"; this addmagazine "Browning"; this addmagazine "Browning";this addmagazine "Browning"; this addmagazine "Browning"; this addmagazine "Browning"; this addmagazine "Browning"; this addmagazine "Browning"; this addmagazine "Browning" This way you will have 12 full magazines of 500 bullets each already placed in the M2. Every time you or the AI soldier will have fired 500 bullets, another magazine is placed automatically , without stoping your continued fire. Share this post Link to post Share on other sites
Harnu 0 Posted March 27, 2004 Or you could time a loop that would add another magazine every x seconds/minutes. Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted March 29, 2004 i think Sanctuarys sugestion is the easiest one. Share this post Link to post Share on other sites
Harnu 0 Posted March 29, 2004 Bah, I could drain 6,000 bullets in now time Share this post Link to post Share on other sites
m21man 0 Posted March 29, 2004 Harnu's is more practical. Just make a little script like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop mgun1 addmagazine "Browning" ~20 goto "loop" Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted March 30, 2004 Okay, I stand corrected edit: Some typos and .. stuff Share this post Link to post Share on other sites
sanctuary 19 Posted March 31, 2004 Harnu's is more practical. Just make a little script like this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop mgun1 addmagazine "Browning" ~20 goto "loop" I never tested this, but is there a limit on the maximum number of magazines that can be added to a weapon like this M2 ? If there is a limit, maybe this loop script can lead to some crash. Share this post Link to post Share on other sites
m21man 0 Posted March 31, 2004 Harnu's is more practical. Just make a little script like this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop mgun1 addmagazine "Browning" ~20 goto "loop" I never tested this, but is there a limit on the maximum number of magazines that can be added to a weapon like this M2 ? If there is a limit, maybe this loop script can lead to some crash. Maybe <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop ?(("_x == {browning}" count (magazines mgun1)) < 5): mgun1 addmagazine "browning" ~20 goto "loop" Syntax not guaranteed. Share this post Link to post Share on other sites
NeMeSiS 11 Posted April 21, 2004 Dunno if eventhandlers work in 1.00... but try<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addeventhandler ["fired", {_this select 0 addmagazine (_this select 4)}] sry for bumping this topic, but when i use that, it says, no entry config.bin/bulletsingew of whatever, and when i use an addons it does the same with another name help me plz, i really need this... Share this post Link to post Share on other sites
MrZig 0 Posted April 21, 2004 Well that wouldn't even work for an m2, cause if you fired 5 times it would add 5 mags, that's too much and might crash the game. Share this post Link to post Share on other sites
NeMeSiS 11 Posted April 21, 2004 sh*t, and theres nothing else, exept that ammorefill script for unlimited ammo? Share this post Link to post Share on other sites
quiet_man 8 Posted April 21, 2004 sh*t, and theres nothing else, exept that ammorefill script for unlimited ammo? Â this is something I wrote for playing around with the sst mod put {group_1 = group this} into the init line of the group leader init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> mi_equip = preprocessfile "group\mi_equip.sqf" mi_reequip = preprocessfile "group\mi_reequip.sqf" fillammo = preprocessfile "group\fillammo.sqf" group_1 exec "group\mi_group.sqs" group\mi_group.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _group = _this {_x call mi_equip} forEach units _group #loop {_x call mi_reequip} forEach units _group ~7 + random 3 goto "loop" group\mi_equip.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> private ["_unit","_done"]; _unit = _this; _done = false; if ( "SoldierMImedic" counttype [_unit] == 1 ) then { // MI (Medic) SoldierMImedic removeAllWeapons _unit; _unit addWeapon "Binocular"; _unit addWeapon "Nvgoggles"; _unit addmagazine "morita_terra"; _unit addWeapon "morita_terra"; _done = true; }; if ( "SSTMIJJ" counttype [_unit] == 1 ) then { // PowerSuit SSTMIJJ removeAllWeapons _unit; _unit addWeapon "Binocular"; _unit addWeapon "Nvgoggles"; _unit addmagazine "morita_lsw"; _unit addWeapon "morita_lsw"; _done = true; }; if ( !_done ) then { removeAllWeapons _unit; _unit addWeapon "Binocular"; _unit addWeapon "Nvgoggles"; _unit addmagazine "morita"; _unit addWeapon "morita_Carb"; _done = true; }; true; group\mi_reequip.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> private ["_unit","_weap"]; _unit = vehicle _this; _weap = primaryWeapon _unit; if ( alive _unit ) then { if ( "morita_terra" == _weap ) then { [_unit, "morita_terra", 4] call fillammo; }; if ( "morita_lsw" == _weap ) then { [_unit, "morita_lsw", 10] call fillammo; }; if ( "morita_Carb" == _weap ) then { [_unit, "morita", 8] call fillammo; [_unit, "SST_flaregun", 1] call fillammo; }; if ( "sst_50Caliber" counttype [_unit] == 1 ) then { [_unit, "50Caliber", 8] call fillammo; }; }; true; group\fillammo.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> private ["_unit","_mag","_number","_count"]; _unit = _this select 0; _mag = _this select 1; _number = _this select 2; _count = "_x == _mag" count (magazines _unit); if ( _number > _count ) then { _unit addmagazine _mag; }; true; quiet_man Share this post Link to post Share on other sites
NeMeSiS 11 Posted April 22, 2004 mhm tnx, ill try it today or maybe tommorow Share this post Link to post Share on other sites
korax 4 Posted April 23, 2004 Yikes, your bombarding the poor guy with so many large scripts, when you can just do it with a trigger! In the condition field put<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">! SomeAmmo MgunWhere Mgun is the name of the gun, and in the activation field put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Mgun addmagazine "Browning"Set the trigger to repeadedly, and your set. Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted April 23, 2004 Dunno if eventhandlers work in 1.00... but try<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addeventhandler ["fired", {_this select 0 addmagazine (_this select 4)}] WHAT!!! your only using 1.00 is that your version of ofp... if so lol u need to upgrade to res. Quote[/b] ]! SomeAmmo Mgun Where Mgun is the name of the gun, and in the activation field put Code Sample Quote[/b] ]Mgun addmagazine "Browning" Set the trigger to repeadedly, and your set. that works Share this post Link to post Share on other sites
NeMeSiS 11 Posted April 24, 2004 hey, sounds better!, tnx Share this post Link to post Share on other sites